2015 - Rogue Alliances

elemming

Chieftain
Joined
Aug 4, 2002
Messages
30
Location
Pasadena TX
This is a modification to Muffin's 2015 WW3 Conquests scenario to update to more realistic modern units, add state sponsored terrorist actions and have less chaotic wars. Much of the unit changes and descriptions below are from Player1_fanatic's Patch Suggestions Lite MOD.

It will take minutes for the scenario to build. I have added China, saved as first action, which opens a little quicker.

2015 - The international order of the last decade is breaking down. Jeb Bush wants to create a larger Pax Americana that now consists of only the United States, Israel, and Iraq. China and the new Islamic Alliance have sponsered communist and Islamic revolutionaries urging wealth and resources to be shared by all. Russia and the Ukraine have reunited. A militarized European Union looks for more resources. The Latin America Alliance, the Union of African States, and Indonesia have created their own leagues. Iran and India try to play the Alliances off each other as the Neutral States request the world to give peace a chance. Japan, Australia, South Korea, and other East Asian countries have formed a mutual protection alliance and vow to take a more independent role in world affairs. Unrestricted submarine warfare and underwater launched cruise missile attacks has broken out with all nations either denying responsibility or claiming justification based on state supported terrorist actions.

Can your Alliance survive the next 30 years?

Muffin's original scenario changed with ideas from PS-Lite Mod, Apolyton University Mod, World 2003/2004 Mod, and others. No new units, this is only a scenario. The Civopeda and scripts have not been changed.


MOD CHANGES

2015 – WW3 / PS-Lite Mod
To 2015 – Rogue Alliances Version d.1.3
Aug. 25, 2004

New for d.1.3:


Time limit changed to 30 years.

Tweaked units:

Jet fighters are now interceptors. F-15s are much better fighter/bombers and not quite as good interceptors.

Nuclear subs have a stronger defense than regular subs.

Modern Armor cannot airlift like Radar Artillery (correction from earlier versions.)

Cruise missile cost moved up to 50, a unit that can kill at a distance needed to cost more.

Rechecked the unit update paths to cut down on obsolete unit production.
Still sometimes happens if a civilization doesn’t have resources.

Changed a few starting technologies for some alliances.

F-15s are now linked to Laser, while they are available to all they will still trigger a golden age for America.

Remember guerillas are no-nationality pillage and defensive rebel units for China and Muslim Alliance. Like subs, all nations will attempt to destroy these units when found. They cannot be produced once they have Miniaturization and Aluminum.

(New development is taking place on a 140x140 map with fewer alliances that will be ready soon. Plays twice as fast.)

MOD CHANGES

2015 – WW3 / PS-Lite Mod
to 2015 – Rogue Alliances Version d.1.2


Alliances:


Only Iraq and Israel are in the locked Pax Americana Alliance with America. Although the Arabs and China are no longer in a locked alliance they are the only two groups that can built no-nationality land units. This means they sponsor terrorists (no-nationality gurillas) unless other civilizations trade them aluminum and Miniaturization. All Alliances can build no-nationality subs, with Fission they can build nuclear subs with cruise missiles.

America is no longer locked in alliance with Pacific Alliance but gains military bases there and in Iraq.

I should remind players that attacking with no-nationality units, or attacking them, still affects attitudes.

Civilizations have had their characteristics like prefered builds adjusted, including belligerence toned down. Don’t worry, WW3 should still break out within a year.

Land units:

Riflemen get their cost reduced from 80 to 70 shields. This is sometimes built as a basic unit.

Infantry and Guerilla get their attack rating increased from 6 to 8. This helps the A.I, since it's not skilled enough in using artillery to soften up targets.

Paratroopers get their attack rating increased from 4 to 6 to match infantry more closely.

Modern Paratroopers get their attack rating increased from 6 to 8. Also, they get defense rating increased from 11 to 13 to make them good alternative compared to helicopter dropped TOW Infantry.

Increased attack rating of modern foot units makes Marines too vulnerable on defense. Marines get their defense rating increased from 6 to 8.

Modern Armor gets its defense reduced from 16 to 14, in order to make Mech. Infantry more important with its defense rating of 18.

Artillery gets airlift capabilities and airdrop and non-wheeled. It no longer upgrades to the larger and more powerful motorized Radar Artillery but is now a less expensive, less powerful, but more versatile complement.

Motorized units are wheeled. You have to have foot units to dig the infantry out of the mountains.

There is more limited lethal land bombardment. Until Gulf War 1 it had always been recognized you could not completely destroy dug-in infantry by bombardment. In Gulf War 1, the American heavy bombers destroyed Iraqi elements, and it is locked in that cruise missiles have lethal bombardment. Because one main use of lethal bombardment in the game is to destroy foot soldiers in mountains stealth bombers and cruise missiles have it but it will take two attacks for an undamaged unit. In the game this means unless you commit to two stealth bomber or cruise missile attacks you can bombard units down to where they are ineffective as an attacking force but you cannot destroy units solely from bombardment.

Cruise missile cost decreased to 40 – it takes two to kill units.

Tactical nuclear missile range increased to 8. It seems to fit the map better when carried by subs. In real life the range is much greater.

TOW Infantry requires miniaturization and aluminum. This is because guerillas are now no-nationality but restricted to Arab League and Chinese Communists. If you trade miniaturization and aluminum with them they no longer sponsor these terrorists.

Ships:

Frigate, Man-O-War and Privateer become obsolete with Destroyers, so they won't be in build queue in modern era.

I decreased the cost of Cruisers to 150 to better match other naval units.

With Conquests, bombard strength of all air units got boosted, so it seemed quite strange to leave more modern ships, like Battleship, with old ratings. That's why Destroyers get their bombard strength increased from 6 to 8, Cruisers from 7 to 10, Battleships from 8 to 12 and AEGIS Cruisers from 6 to 10.

I have recognized modern missiles like Tomahawk on nuclear subs and AEGIS cruisers represented by giving them bombard with a range and strength similar to cruise missiles but without lethal land bombard. Nuclear subs have also carried rocket launched long-range anti-ship weapons since the 70’s. The cost of these units increases by 50 to reflect this. Buy a sub or AEGIS and get unlimited cruise missiles but see next.

Sub bug fix – submarines and nuclear submarines now are no-nationality. In this game this means unrestricted submarine warfare has broken out with all nations denying involvement. You will need large convoys to protect your carriers and subs, but you can destroy enemy vessels or launch cruise missiles from underwater without declaring war. For the subs I have added requires escort to reflect the fact they are targets for every unit from every country, however this appears not to work for the AI. This was also necessary to get around the constant warfare and breaking of alliances with the invisible sub problem.

Non-nuclear subs also now have the 0 range bombard strength 6 if naval units attack them. In wartime sub hunting is dangerous business.

Nuclear subs are harder to kill than non-nuclear and move faster. New defense 6 speed 6. A further increase in nuclear sub cost by 10 to 200.

It is a bit of a problem that artillery and planes attack nuclear subs. Consider them launching or dropping self-guided torpedoes if when a sub location is revealed.

Air units:

Lethal land bombardment is removed except for stealth bombers. They have been given larger attack strength but only a ROF of 2.

Jet Fighters get their bombard strength increased from 3 to 6. While Jet Fighters in Civ3 were not designed to be tactical bombers (except American F-15), considering that their attack and defense ratings are +100% better compared to Fighters, it seems logical that their bombard strength is better for same amount.

Stealth Fighters get their bombard strength increased from 6 to 10. That way, they'll become decent tactical bombers. Cost increased to 130.

The F-15 gets its bombard strength increased from 6 to 9 with a cost of 120. For this scenario it is not a unique unit but is available to other countries with smart weapons. Jet fighters, equally good as interceptors but not good fighter-bombers, don't upgrade to it. In you can build in the same amount of time take the F-15.

Helicopters are versatile - I have added bombard mission 5 0 1 and detect subs. Note: bombarding a sub can be ineffective but if you station a helicopter by the coast it can see them. Reduced number of transported units to two. The AI usually doesn’t exploit helicopter transport like it should instead it almost randomly transports foot soldiers near your cities and this reduces human advantage.

AI strategies:

Riflemen and Mech. Infantry get AI offense strategy flag removed. Because of their cost and low attack ratings, these units are not suited for attack. They are much better when used for pillaging or defensive support. That does not mean that without this flag these units won't attack. They'll still attack targets against which they have good chance of winning, like taking out wounded enemy units.

Wonders:

Military Academy doesn't allow building armies anymore. AI civilizations don't use leaders to create armies, nor build them in cities with Military Academy. By removing ability to build armies through Military Academy, players won't have too big advantage against non-army using AI civs. You can't build them but you still get larger and improved armies. I also added +1 ship movement; Annapolis is a military academy.

Cure for Cancer makes two citizens content instead of one.

OTHER CHANGES FROM ORIGINAL 2015 MOD

No city settlements allowed on tundra or desert.

I set time limit to 40 years and changed some leader names.

Rewrote intro to acknowledge rogue subs and WW3 war for resources about to break out.

Moved Ukraine back to Russian Federation. Added Arkhangel'sk and more units to Russia. Changed some country’s military unit numbers. Some changes to map including Baltic States, desert area and changes to Australia and Alaska.

A problem with map is that it is based on Mercator projection and has too much unclaimed northern Canada and Siberia. No fix for that but I gave Canada and Russia two settlers so they can be first to grab locations.

Moved Internet to Dump with most other wonders.

Changed barbarians to terrorists.

Worker time to clear damage reduced to the same time it takes to build fortress or drain wetlands.


Perhaps more to come but will likely be a new scenario.

For example - the number and types of units, is problematic. It helps this is set far enough away that the numbers of military units can be considered resulting from different politics in the next ten years.

I have made no changes to the Civopedia nor have I added new units.

The good news – I find this mod fun playing all alliances even if you can’t win with Iran, Iraq, and Israel. Some others like India, African Union, Neutral States may be close to impossible. With the wheeled characteristic this actually plays like a strategic war game. Mountain passes are extremely important and digging infantry out of mountain terrain is very difficult. With the locked alliances the world scene can get chaotic, be careful with whom you ally. In the abstract - building new cities can be considered as persuading new countries and regions to join your Alliance or establishing new bases. In my last game Japan withdrew it's Right of Passage with America in preparation to kicking the bases out - suddenly America build the base "Las Vegas" on the Kurile Islands. Playing Europe I usually invite the former Spanish Sahara as a new member before I go for North African resources. America always seems to gain some Canadian converts - before it invades.

Version D.1.02

Aug 15, 2004

Version D.1.03

Aug 25, 2004

Gary Denton

Google Easter Lemming or Liberal News

-(Spelling correction)
-(Added Player1 link)
-(Major upgrade)
- (spelling and wording revisions on upgrade)
- (Unit tweaks, time limit changed to 30 years, starting technologies tweaked)
 

Attachments

@Elmming I like some of the changes you made do you mind if I used them in my modified version?
 
Go ahead, I need to add the link to player1's mod suggestions lite. Much of the unit modifications and and language is his.

I suppose in a normal game I would just have subs reguire escort to fix the invisible sub problem but I think no-nationality works for this one.

Gary - formerly number one on google for liberal news
still number one for easter lemming.
 
AI Subs ignore requires escort.
Cruise missiles cannot be changed from lethal land bombard.
Am testing cruise missiles with a ROF of 2 so it takes more than one to be lethal to undamaged units.
 
I have broken apart much of Muffin's locked alliances to get less chaotic wars.

I have also toned down the aggresiveness of the countries.

Islamic and communist revolutionaries are scattered around the world and China and the Arabs have demands that need to be met to reduce their sponsorship.

Stealth bombers and cruise missiles both have lethal land bombard but it takes at least two attacks on undamaged units.

Added no cities on deserts, redid existing cities and made changes in the number of starting units in many cases.
 
Before making an ******* statement like that why don't you say whats wrong with it and what can be done to fix it? People work on scenarions like this for free for a long time just so others can enjoy it then an idiot like you who has'nt even taken the time to play it come's along and makes a stupid remark. So go back to the hole you crawled out of.
 
Version D1.3 Ready

Unit tweaks, starting technologies tweaked, time limit cut to 30 years.

Another similar scenario on a smaller (140x140 instead of 180x180) map with fewer alliances is under development. Why? Because it plays more than twice as fast even with many more units and I have a 1.33 Athlon.

Gary
 
Very nice scenario :D . Those neutrals annoy me a bit because they always ally with others and declare war :mad: . (suddenly units from Canada backing up norway ?)
 
http://forums.civfanatics.com/showthread.php?p=2157593

The agreements the AI makes seem more logical and the weak Alliances not as foolhardy

It doesn't have the no-nationality units which are cool in some ways even if a pain in the rear.

No-nationality was a cool way to mimic Clinton's cruise missile attacks and also did it's job of stopping breaking alliances. The new unfortunate solution is to make subs visable.

I am resisting fooling with it for a while, I just saw an oil by Damacus I want to remove, unless i get people argueing for specific changes.

Probably the next one in a few months will be a mod, when and if I get a faster computer and faster internet acess.
 
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